View Full Version : Razing the AP and Defying Votes


neckface
Jul 16, 2008, 08:45 AM
IIRC the :mad: modifier you get from defying an AP resolution sticks around until you agree to the next passing resolution (or something like that)

So here's what happened last night.

My mortal enemy and neighbor Manu Musa built the AP with Taoism, which he founded, so he can pretty much weild it like a club. Once before he stopped my offensive against him (in a war which he started!) when I quickly got the upper hand.

About thirty turns later I declare, and march my stack of doom into his heartland and park it outside his AP city, bringing his defences down to 0 after a few turns.

So one turn before my necessary seige reinforcements arrive the vote comes up to end the war. (this is wht I love BTS AI even though I HATE THEM SO MUCH!:evil:)

Im pretty confident I can take the city that turn, but what if? Hes on a hill w/ longbows and i have CR1 Trebs and Macement. Good chance to take hefty seige casualties, and a small chance to fail in taking (and razing) the city.

So i DEFY the resolution, just in case, but thinking that in a moment the AP will be rubble, so it won't matter anyway.

My seige naturally succeeds, and I raze the AP.

On the next turn, the AP results come back, and I get the :mad: penalty.


So my question is........am I stuck with this forever?

henyo10
Jul 16, 2008, 09:01 AM
nah it wears of over time but a really long time.... +5 isnt that bad anyway its when its +10 wear it really gets irritating.

Silver21
Jul 16, 2008, 09:08 PM
Yeah, it should go away slowly as time passes.

jackdog
Jul 17, 2008, 02:10 AM
yup the single most annoying aspect of the game is the AP. If you build it yourself but lack friends or population you are screwed and if someone else builds it you are screwed until you raise it. In my last game I had to raise Huya capacs AP city with almost every wonder in it. Particularly the ability to give back cities you have just taken is a nightmare and overpowered, and like you say the defy penalty should be less, perhaps relative to how many of your cities have the religion, when you have a single city with that religion and the other 10 get that upset for ages its just ridiculous..

Magma_Dragoon
Jul 17, 2008, 06:48 AM
It DOES depend on the religion. Only cities with AP religion get the -5 for defying a resolution.

UncleJJ
Jul 17, 2008, 07:03 AM
Don't defy the resolution just vote against it. If it succeeds and the war stops so what? Just wait 10 turns and declare against him again. A nuisance maybe but better than -5 happiness for 50 turns or so.

The only resolution that's worth defying is the return city one. If you have a really good city in a critical position and where you'ver sunk a lot of effort then returning it can be a real pain, maybe worth -5 for 50 turns in all your cities with the AP religion. But even here if you've only just captured the city and can re-take it easily just vote against and hope the resolution fails. If you lose the city just go and take it back, although that can be painfull too if you have high WW with the owner.

Another little trick I've found useful is to keep a phoney war going with an AI even when it could be ended. As long as there's no fighting there won't be any WW. That way the AP has something to do and it is quite likely to be the chosen resolution allowing you to keep all the cities you captured. Furthermore it's something you can vote in favour of (thereby getting the hammers back if you defied an earlier resolution)

thadian
Jul 17, 2008, 08:11 AM
You can also stall the AP by building a diplo triangle of nations to blackball the AP from ever voting a "leader". You can either make them hate the number one person (if the number 2 isnt that popular) or you can blackball resolutions by building triangles against people who might vote against you.

In most of my games, the AP either never chooses a leader and when/if it does its resolutions are always blackballed with "abstain" because the leader isn't liked enough to pass a resolution in the first place.